Brakknap

Level 4
Creature· goblinUniqueSmallRemaster
AC 20
HP 55
Speed 25 ft.
Fort +8
Ref +11
Will +14
Perc +11
Size Small
Unique
Spells
Divine Spontaneous Spells (DC 21, attack +13)
Languages common, goblin
Senses darkvision
Skills diplomacy +12, religion +12, society +12, medicine +10, nature +10, occultism +10
Recall Knowledge society DC 29

Attacks

Melee Light Mace +12/+8/+4(agile, finesse, shove)
Damage: 1d4+4 bludgeoning
Ranged Hand Crossbow +12/+7/+2 (range 60 ft.)(reload 1 ft.)
Damage: 1d6+4 piercing

Abilities

Goblin Scuttledefensive

Trigger A goblin ally ends a move action adjacent to Brakknap Effect Brakknap Steps.

Evoke Faultoffensive(concentrate, divine)

The spirits of his ancestors tell Brakknap of a weakness of a foe within 30 feet. Until the end of his turn, Brakknap gains a +1 status bonus to the attack roll of his next Strike against that target, and that Strike deals an extra 1d6 precision damage. At the end of his turn, Brakknap becomes Clumsy 1 for 1 minute. If Brakknap uses Evoke Fault while clumsy, he increases the value of his clumsy condition by 1, to a maximum of Clumsy 3.

Vision of Goblins' Falloffensive(concentrate, divine, emotion, fear, mental)

Frequency once per 10 minutes Effect Brakknap touches a foe, making them experience the pain suffered by Chitterwood goblins during the Goblinblood Wars. The target takes 3d6 mental damage (DC 21 will save). A creature that fails the save is also Frightened 1 (Frightened 2 on a critical failure).